Website2APK with Android - android-studio

I'm relatively new to coding so I have a website that I wanted to convert to an APK to upload to Google Play, so as I'm relatively new I used the program website2apk, all that went OK so when I went to upload it to Google Play I had this error
"
Unoptimised APK
Warning:
This APK results in unused code and resources being sent to users. Your app could be smaller if you used the Android App Bundle. By not optimising your app for device configurations, your app is larger to download and install on users' devices than it needs to be. Larger apps see lower installation success rates and take up storage on users' devices.
Resolution:
Use the Android App Bundle to automatically optimise for device configurations, or manage it yourself with multiple APKs."
So I installed Android Studio and tried importing the APK and the build is greyed out.
So decompiled it and tried importing the project, However I try to import it I get this (see the screenshot: http://prntscr.com/o2aoak).
So from there I'm clueless on what to do as I have tried both options and both don't seem to work.
Then when I tried create project from existing files it said I need to migrate to Gradle and I don't know how to do that.

Related

How to brake network capabilities of an apk? Not installed app

Am trying to disable all network capabilities of an app. I know how to do it in settings but i want to brake all online service of an app on apk. so that even if i share apk of that app with someone else they won't have to disable network of that app manually. I am slightly familiar with Android studio and java.
Try lucky patcher app. It's not available on Play store.

Duplicate of an Android APP can not be installed while the original is still installed

I've been running an Android app in google playstore for several years now. Another customer would like to use this app tailored to his company also. So I copied the project folder and refectored the packages.
I did that on the basis of the following instructions:
Android copy existing project with new name in Android Studio
Before refectoring, the packagename was: at.myname.theappname
After refectoring, the new packagename is: at.myname.thenewappname
The application-id in build.grade (Module:app) and also the package in AndroidManifest.xml are changed and OK.
The app is using the google-map-api and in my desperation I took a new map-id for the app....
I signed the app with a new key and released it in google-playstore (at the moment in a closed beta-test).
So the problem is, both apps can not be installed at the same time. I checked that on several devices.
Once I have an app installed on my smartphone, I can not install the second one anymore. Once the old app is uninstalled, the new app can be easily installed.
It makes no difference if the old or the new app is on the smartphone. Once one of the two apps is installed, the other can not be installed.
It is interesting that the application-icon of the old app is still displayed on the smartphone even with the new app, although I have swapped the iconset (and cleand the cache and restarted the smartphone ...). However in settings-> apps the new icon is shown ...
The error message after trying to install from the playstore is not helpful - it only says that the app can not be installed.
What did I wrong?? What have I overlooked to change?
I found the reason myself.
I used the permisson com.example.permission.MAPS_RECEIVE which was used by my previous package already.
I removed this permission (look here: Android Map V2 - Why MAPS_RECEIVE permission ) and it worked.
I do not know if it's the best solution, but it works in the first few tests.

uploading .ipa file for appcenter distribution using Xamarin

I am trying to use AppCenter to distribute my app to iOS beta testers.
I have included the nuget packages for Microsoft.AppCenter and Microsoft.AppCenter.Distribute
I followed the developer.xamarin instructions for creating an IPA
An IPA did not appear in the Bin > iOS Device > Ad Hoc (or Release) folder as expected. An application (.exe) file was created.
This is most likely the area I need help on.
In AppCenter I selected Distribute and got to the Upload a Build screen, I could not find an IPA file on my computer.
when pressing the Where Can I Find my IPA file? link, I was transferred to https://openapi.appcenter.ms/, which I didn't understand how to use to find the file. Perhaps this link is incorrect or someone can tell me how to use these apis to find the file?
I have never connected my Windows Visual Studio Xamarin to a Mac. LivePlayer on an iPhone works beautifully. I was hoping to get to be able to distribute my app without using a physical Mac.
Thank you for any help. If you can point me towards other tutorials on setting up and using AppCenter to distribute to iPhone beta users, I would appreciate it.
To order generate an .ipa file for distribution a Mac needs to be involved in the build process.
If you do not have access to a Mac for local development and the application source code is located in a git repository hosted in GitHub, BitBucket, or Visual Studio Team Services, then you can link App Center to the git repository and configure App Center to perform the build for distribution purposes.

Error while create a new react-native project

Trying to create a new app on react-native. 'react-native start' command gives no error. But I'm not able to see my app on the emulator. Can anyone help me in figuring out the problem. I'm new to react-native.
Are you using a Macbook or Windows? For Windows, you will have to use an Android emulator, thus you will need to download Android Studio, and the Android SDK.
For Mac, you will use the IOS emulator, you will need to download Expo in that case.
Also you could try using the create-react-native-app instead. I built a project with 3 other buddies in two weeks, we found that it had the most reliable boilerplate and is really good for beginning with react-native.
*** Edit:
*** Big caveat with create-react-native-app is that it won't matter what OS your computer has. If you have an apple phone, you just run "npm run ios" then scan the QR code with expo. If you have an Android phone like I had...you will run into a few issues where you need to set the phone to USB debugging mode in the developer's settings, download the USB debugging driver for your phone's model, ensure both your phone and computer are on the same wifi network, install expo, and finally be able to run "npm run android".
I was the only one on my team developing with an Android phone, so if you need advice on that, feel free to ask.
Some extra information about create-react-native-app is that it allows you to code for both Android and IOS phones by using the same project folder, rather than having to adjust settings for one platform at a time.
That has it's pros and cons for sure and there will be little differences in how one platform functions over the other...so my recommendation is to build for one platform at a time, focusing on whichever one you are testing on.
Since you're using Ubuntu
Getting started with create-react-native-app:
https://github.com/react-community/create-react-native-app
Starting Guide for Setting up the Emulator or App Environment on phone:
https://facebook.github.io/react-native/docs/getting-started.html

Enable bitcode in Xamarin iOS

I've developed a cross platform for iOS and android using Xamarin Forms. My app uses several screens and some tjird party dependencies such as Facebook, google maps and firebase.
Everything works good until I went to compile it in release mode. Assuming I want to support both armv7 and arm64, these are the app size:
* without linking and optimization: 103mb.
* with full optimization (link all + LLVM): 73mv.
With the optimization and without armv7 I'm getting 40mb - that's my desired result size.
To solve this issue I thought that I should enable bitcode compilation. However, even with the alpha tools, including visual studio for mac and mono v5 I'm getting "platform not supported: iOS" when enabling this feature. On the other hand, I dogged at the source code and saw that mono does allow it, and besides they allows watch and tv apps, which requires bitcode...
Does anybody knows how to enable it for iOS? I'll be huge (!) assistance for me!
Thanks!
So I couldn't find any solution and had to submit my app w/o bitcode support.
However, for everyone who may tackle this issue in the future and wish to use bitcode because of app size - I want to clarify this: Bitcode, as part of iOS 9 App Thining, is only relevant to future architecture releases, i.e. Apple will auto-slice your arm7+arm64 app when you'll upload it to the App Store, without any action from your side (besides linking your code ("Link All") and supporting both architectures).
You can check the estimated app size, but you shouldn't do it in Xamarin Studio since it shows the universal app version, and not the device-specific thinned one. To check what the size will be for device X, you should:
Create Ad-Hoc Distribution profile Apple Developer Site.
Create an archive at Xamarin Studio.
Open Xcode (if it was previously opened - close an re-open).
Open the Organizer.
Click on Export, then on "Ad Hoc".
You should see a dialog asking if you want universal ipa or device specific ipa. Universal IPA is a generic IPA containing the data for every device, so you can send it to everyone. The size of this ipa will be the size you saw in Xamarin Studio (before compression). A device-specific ipa is an ipa for specific device, after performing Thining. This is the ipa your users will download. So - select the device you wish to check.
Now you'll be able to get a device-specific ipa which matches the size for this specific device. Note that the same information will appear in iTunes Connect after you'll upload your build.
See:
So to summarize it: Currently you can't use bitcode in Xamarin apps (iOS and Forms, obviously). The option does exists in mono, but not included (it was explicitly disabled in the shipped mono runtime). However, that doesn't mean that the estimated app size that's being displayed in Xamarin Studio will be your users app size, since it varies on iOS 9+ App Thining feature, which doesn't need bitcode to be activated.

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